use crate::grid::grid::{GpuActiveBlockHeader, GpuGrid, GpuGridMetadata, GpuGridNode};
use crate::rbd::dynamics::GpuBodySet;
use crate::math::GpuSim;
use crate::rbd::shapes::GpuShape;
use slang_hal::backend::Backend;
use slang_hal::function::GpuFunction;
use slang_hal::{Shader, ShaderArgs};
use stensor::tensor::{GpuScalar, GpuTensor, GpuVector};
#[derive(Shader)]
#[shader(module = "slosh::solver::grid_update_cdf")]
pub struct WgGridUpdateCdf<B: Backend> {
pub grid_update: GpuFunction<B>,
}
#[derive(ShaderArgs)]
struct GridUpdateCdfArgs<'a, B: Backend> {
grid: &'a GpuScalar<GpuGridMetadata, B>,
active_blocks: &'a GpuVector<GpuActiveBlockHeader, B>,
collision_shapes: &'a GpuTensor<GpuShape, B>,
collision_shape_poses: &'a GpuTensor<GpuSim, B>,
nodes: &'a GpuVector<GpuGridNode, B>,
}
impl<B: Backend> WgGridUpdateCdf<B> {
pub fn launch(
&self,
backend: &B,
pass: &mut B::Pass,
grid: &GpuGrid<B>,
bodies: &GpuBodySet<B>,
) -> Result<(), B::Error> {
if bodies.is_empty() {
return Ok(());
}
let args = GridUpdateCdfArgs {
grid: &grid.meta,
active_blocks: &grid.active_blocks,
collision_shapes: bodies.shapes(),
collision_shape_poses: bodies.poses(),
nodes: &grid.nodes,
};
self.grid_update.launch_indirect(
backend,
pass,
&args,
grid.indirect_n_g2p_p2g_groups.buffer(),
)
}
}